/**
 * MegaMek - Copyright (C) 2005 Ben Mazur (bmazur@sev.org)
 * 
 *  This program is free software; you can redistribute it and/or modify it 
 *  under the terms of the GNU General Public License as published by the Free 
 *  Software Foundation; either version 2 of the License, or (at your option) 
 *  any later version.
 * 
 *  This program is distributed in the hope that it will be useful, but 
 *  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 
 *  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 
 *  for more details.
 */
package megamek.common.weapons;

import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.RangeType;
import megamek.common.TargetRoll;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;

// TODO: Auto-generated Javadoc
/**
 * The Class BombastLaserWeaponHandler.
 */
public class BombastLaserWeaponHandler extends WeaponHandler
{
	
	/** The Constant serialVersionUID. */
	private static final long serialVersionUID = 2452514543790235562L;

	/**
	 * Instantiates a new bombast laser weapon handler.
	 *
	 * @param toHit the to hit
	 * @param waa the waa
	 * @param g the g
	 * @param s the s
	 */
	public BombastLaserWeaponHandler(ToHitData toHit, WeaponAttackAction waa, IGame g, Server s)
	{
		super(toHit, waa, g, s);
		generalDamageType = HitData.DAMAGE_ENERGY;
	}

	/*
	 * (non-Javadoc)
	 * 
	 * @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
	 */
	protected int calcDamagePerHit()
	{
		int nRange = ae.getPosition().distance(target.getPosition());
		double toReturn = wtype.getDamage(nRange);

		toReturn = Compute.dialDownDamage(weapon, wtype, nRange);
		// during a swarm, all damage gets applied as one block to one location
		if (ae instanceof BattleArmor && weapon.getLocation() == BattleArmor.LOC_SQUAD && (ae.getSwarmTargetId() == target.getTargetId()))
		{
			toReturn *= ((BattleArmor) ae).getShootingStrength();
		}
		// Check for Altered Damage from Energy Weapons (TacOp, pg.83)
		if (game.getOptions().booleanOption("tacops_altdmg"))
		{
			if (nRange <= 1)
			{
				toReturn++;
			}
			else if (nRange <= wtype.getMediumRange())
			{
				// Do Nothing for Short and Medium Range
			}
			else if (nRange <= wtype.getLongRange())
			{
				toReturn--;
			}
		}

		if (game.getOptions().booleanOption("tacops_range") && nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG])
		{
			toReturn -= 1;
		}

		if (target instanceof Infantry && !(target instanceof BattleArmor))
		{
			toReturn = Compute.directBlowInfantryDamage(toReturn, bDirect ? toHit.getMoS() / 3 : 0, Compute.WEAPON_DIRECT_FIRE, ((Infantry) target).isMechanized());
		}
		else if (bDirect)
		{
			toReturn = Math.min(toReturn + (toHit.getMoS() / 3), toReturn * 2);
		}
		if (bGlancing)
		{
			toReturn = (int) Math.floor(toReturn / 2.0);
		}

		return (int) Math.ceil(toReturn);
	}

	/*
	 * (non-Javadoc)
	 * 
	 * @see megamek.common.weapons.WeaponHandler#addHeat()
	 */
	protected void addHeat()
	{
		if (toHit.getValue() != TargetRoll.IMPOSSIBLE)
		{
			int heat = wtype.getHeat();
			if (game.getOptions().booleanOption("tacops_energy_weapons"))
			{
				heat = Compute.dialDownHeat(weapon, wtype, ae.getPosition().distance(target.getPosition()));
			}
			ae.heatBuildup += heat;
		}
	}

}
